sync controls cleanup:
move sync display/saving out of complicated ScreenGameplay show sync UI in editor playback as well as gameplay revert sync from in-memory backup, not from disk move more functions into debug overlay
This commit is contained in:
@@ -165,16 +165,28 @@ float TimingData::GetBPMAtBeat( float fBeat ) const
|
||||
return m_BPMSegments[i].GetBPM();
|
||||
}
|
||||
|
||||
BPMSegment& TimingData::GetBPMSegmentAtBeat( float fBeat )
|
||||
int TimingData::GetBPMSegmentIndexAtBeat( float fBeat )
|
||||
{
|
||||
int iIndex = BeatToNoteRow( fBeat );
|
||||
unsigned i;
|
||||
for( i=0; i<m_BPMSegments.size()-1; i++ )
|
||||
int i;
|
||||
for( i=0; i<(int)(m_BPMSegments.size())-1; i++ )
|
||||
if( m_BPMSegments[i+1].m_iStartIndex > iIndex )
|
||||
break;
|
||||
return m_BPMSegments[i];
|
||||
return i;
|
||||
}
|
||||
|
||||
BPMSegment& TimingData::GetBPMSegmentAtBeat( float fBeat )
|
||||
{
|
||||
static BPMSegment empty;
|
||||
if( m_BPMSegments.empty() )
|
||||
{
|
||||
empty = BPMSegment();
|
||||
return empty;
|
||||
}
|
||||
|
||||
int i = GetBPMSegmentIndexAtBeat( fBeat );
|
||||
return m_BPMSegments[i];
|
||||
}
|
||||
|
||||
void TimingData::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user